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  • Unexpected tiles map behavior

    As I have always understood it, a vray material's diffuse color was meaningless if you have a diffuse map. (As long as it's 100%, no mask, etc.)

    I ran into a strange behavior today though. If I specify any color variance in the tile color, it starts mixing in the vraymtl's diffuse color. I don't know if it is a bug with the tile map, the vraymtl, or me.

    I'm trying to match a client's brick as accurately as possible, but this is really complicating things.
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    J. Scott Smith Visual Designs


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  • #2
    hmm strange, wouldnt this be a vray problem thread though?
    Dmitry Vinnik
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    • #3
      I took 2 seconds, and tested it with a standard max material and it did the same thing.
      And this is in a clean scene with nothing vray related and scanline as the render.

      My guess is to just put a similar color in the diffuse slot.

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      • #4
        @Morbid:
        Well, that's why I posted here. Not sure what is causing the problem.

        @DaForce
        I've been doing that, but what a pain! Is this really how it's supposed to work??? Also, I'm using a color correct inside the tile map, so matching the color both places isn't as straight-ahead as normal.
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        J. Scott Smith Visual Designs


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        • #5
          Hmmm not sure if its meant to be that way ... maybe post on the autodesk forums.. bound to get a more accurate answer that way.

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          • #6
            I figured it out. (No thanks to the help file, BTW)

            Apparently, and despite their names, the 'Color Variance' spinner controls the degree of change between the specified tile color and the material's diffuse color. So anything shown in the tile map preview as white or grey will come across in the render as shades of the basic diffuse color.

            The 'Fade Variance' spinner controls how much change in value there is from the color specified in the tile slot.

            So, it seems like it is by design - just not clearly explained.
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            J. Scott Smith Visual Designs


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            • #7
              ahhhh right. kinda odd, but hey atleast we know whats what now...

              Good work

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